Just to add a little more pressure, you only have 30 seconds to plan and execute your strategy each round. This means you have to really know your deck, and the only way to do that is - of course - to play rounds. On the up side,
Sword Girls can quickly grow into a minor addiction. Though I can't say I've ever lost hours upon hours to the game,
Sword Girls does have a "Just One More Game" quality. Matches are fast and every loss will make you want to return to the deck building shop to re-plan your strategy.
If Sword Girls comes with one minor annoyance, it is the combat system. The underlying strategy is sound and works, but combat is automated. While some players will relish the option to switch their brains off and just focus on putting the best cards on the field (almost like a coach), some - like myself - miss the option to decide which cards target which, and other hands-on strategies featured in other card games. Battle order is also determined by a coin flip. It's not a massive gameplay issue, though going first can sometimes yield a major advantage during a match.
Outside of card battles, Sword Girls offers a number of ways to train and upgrade your cards. Upgrading takes time, so you'll need to plan around when you want certain cards out of rotation in your deck. It's a bit of a chore, especially when it comes to figuring out which cards need to be upgraded and how, though the payoff is worth the hassle.